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Of Jumps and Platforms

Super Mario WorldFull Hack ReleaseScreenshots

This was really fun! I sort of breezed most through of this (I'm used to way worse stuff from the barren lands), but there's something about this particular type of difficulty that I enjoyed: it tests your reactionary skill. And coming from someone who's either always very lucky or at least decent at reacting to setups, it felt really satisfying to pull off the platforming in this hack.

It does look kind of samey and the gimmicks are limited, but in the context of a single mini-hack, I think this works. More like "Of Jumps and Swinging Things" tho. Excellent music choices as well, and an obligatory 10/10 for wrapping it up with Reimu's theme #thp{:>} (oh, and for letting us eat the credits)
It's easily the best thing I've done
So why the empty numb?
Originally posted by Koopster
This was really fun! I sort of breezed most through of this (I'm used to way worse stuff from the barren lands), but there's something about this particular type of difficulty that I enjoyed: it tests your reactionary skill. And coming from someone who's either always very lucky or at least decent at reacting to setups, it felt really satisfying to pull off the platforming in this hack.

It does look kind of samey and the gimmicks are limited, but in the context of a single mini-hack, I think this works. More like "Of Jumps and Swinging Things" tho. Excellent music choices as well, and an obligatory 10/10 for wrapping it up with Reimu's theme #thp{:>} (oh, and for letting us eat the credits)

Thanks for your comment Koopster. The Very Hard label feature what I think it's Very Hard, but it's true that there are a lot more harder hacks that have the same label.

I used some sprites (ball n chain and rotating platforms) quite a lot through the hack, so I guess some sections may look samey in a short hack, but I tried my best to clearly define the gimmick used on each stage and to avoid repeating any setups so I'm not really worried about that. Glad you enjoyed it!
I sadly didn't have the time yet to play through this but for only having 7 exits I definitely should try it at some point.
From what I've seen so far this looks quite well made and indeed quite well balanced with some above-average, but not too kaizo difficulty.
I wish I could provide more feedback than that, but I wanted to let you know that I appreciate this before c3 is over again. #tb{:]}








Originally posted by Sariel
I sadly didn't have the time yet to play through this but for only having 7 exits I definitely should try it at some point.
From what I've seen so far this looks quite well made and indeed quite well balanced with some above-average, but not too kaizo difficulty.
I wish I could provide more feedback than that, but I wanted to let you know that I appreciate this before c3 is over again. #tb{:]}

Thanks Sariel. A few posts above I have posted the playthrough of the hack made by N450, so you can take a look at the hack if you don't have that much time to play it.
Originally posted by Darolac
Thanks Sariel. A few posts above I have posted the playthrough of the hack made by N450, so you can take a look at the hack if you don't have that much time to play it.

Thanks for pointing that out. Because this thread got so many replies I skipped the 2nd page, where you linked the playthrough. Maybe you wanna insert a link to the initial thread, too?

Now that I watched it, I can at least approve what I said before:
This is some cool hack and I like the setups you came up with in every level. It's a sweet thing too, to sum up all the levels in the final castle. Only "Night of Spikes" looked a bit too hard / precise at a first glance. This aside though there's not much I could complain about.
Cool thing that you don't only do asm, but also had the creativity and motivation for such a hack too (and now we know the reason behind your asm releases #tb{;)})








I like how the title screen already gives spoilers of one of the levels, lol (not like it's something worthy of complaining; SMW did that with Groovy)

Now for the actual hack, it's clever. It's Nachos and Fried Oreos but jankier. The levels were kinda on the hard side at times (even stage 1 was hard actually), but at least it's the right kind of hard. Overall, it was a really satisfying experience #tb{:D}
Windowless ride, feeling alive
Are you alive or just breathing?
A fun and challenging hack.
I've reached the end of this hack and i can say that it's very fun, creative and very challenging, you've made a great work!

I'm glad to see this hack finally released. It was a pleasure to playtest this!

This is a great platforming hack, which presents a decent challenge to even skilled players yet is simple enough that most casual players could pick it up.

It quite clearly shows the inspiration it had from hacks like Nachos and Fried Oreos or Slurdgery, but also has enough personality to stand out as its own thing.

The focus is almost exclusively on pure platforming, usually with fast paced reaction based gameplay, yet it still manages to show a lot of creativity in its design, with each level having a clearly distinct ASM gimmick.

It is a really fun experience, and i thoroughly enjoyed playing through it!

Great job Darolac!
My Youtube Channel
Originally posted by Sariel
Originally posted by Darolac
Thanks Sariel. A few posts above I have posted the playthrough of the hack made by N450, so you can take a look at the hack if you don't have that much time to play it.

Thanks for pointing that out. Because this thread got so many replies I skipped the 2nd page, where you linked the playthrough. Maybe you wanna insert a link to the initial thread, too?

Now that I watched it, I can at least approve what I said before:
This is some cool hack and I like the setups you came up with in every level. It's a sweet thing too, to sum up all the levels in the final castle. Only "Night of Spikes" looked a bit too hard / precise at a first glance. This aside though there's not much I could complain about.
Cool thing that you don't only do asm, but also had the creativity and motivation for such a hack too (and now we know the reason behind your asm releases #tb{;)})


Thanks Sariel. I think that level it's not actually that hard, but the way its designed and taking into account it's all autoscroll you need to react quickly in some sections of it.

Originally posted by ECS.98
I'm glad to see this hack finally released. It was a pleasure to playtest this!

This is a great platforming hack, which presents a decent challenge to even skilled players yet is simple enough that most casual players could pick it up.

It quite clearly shows the inspiration it had from hacks like Nachos and Fried Oreos or Slurdgery, but also has enough personality to stand out as its own thing.

The focus is almost exclusively on pure platforming, usually with fast paced reaction based gameplay, yet it still manages to show a lot of creativity in its design, with each level having a clearly distinct ASM gimmick.

It is a really fun experience, and i thoroughly enjoyed playing through it!

Great job Darolac!


As I have said, thanks a ton for all the feedback you gave me ECS, it helped a lot to finally polish the hack specially regarding that ON/OFF lost exanimation lol.

Originally posted by Katerpie
I like how the title screen already gives spoilers of one of the levels, lol (not like it's something worthy of complaining; SMW did that with Groovy)

Now for the actual hack, it's clever. It's Nachos and Fried Oreos but jankier. The levels were kinda on the hard side at times (even stage 1 was hard actually), but at least it's the right kind of hard. Overall, it was a really satisfying experience #tb{:D}


Thanks Katerpie. It was actually pretty difficult to make sure everything was (more or less) fair and consistent throughout.

Originally posted by Mr. MS
I've reached the end of this hack and i can say that it's very fun, creative and very challenging, you've made a great work!

Originally posted by h.carrell
A fun and challenging hack.

Thanks a lot for your words #tb{:D}
Originally posted by Darolac
As I have said, thanks a ton for all the feedback you gave me ECS, it helped a lot to finally polish the hack specially regarding that ON/OFF lost exanimation lol.

Exactly lol

Beta Testing
Expectations: Playing through the hack, finding errors and bugs, commenting on the level design...
Reality: Spending a day debating whether it's named "Of Jumps and Platforms" or "Of Platforms and Jumps"
My Youtube Channel
This look like a challenging hack! Its kind of like a Kaizo hack...
Or IS IT a kaizo hack...
I dunno but... This is pretty cool!

Subscribe to My Youtube Channel!
Where's my lasaga, Jon?
Pretty good kaizo hack!
Originally posted by Dominicentek
Pretty good kaizo hack!

Originally posted by Koop the Koopa
This look like a challenging hack! Its kind of like a Kaizo hack...
Or IS IT a kaizo hack...
I dunno but... This is pretty cool!

Thanks guys. It's not actually a kaizo hack though, or at least I didn't really designed it with that style in mind, altough I can see why some people might think it is, as it features the quick platforming quite common in modern kaizo hacks.
So, with C3 over, I just wanted to thank you all from the warm welcome the hack has had during the C3 and for all the feedback it got. Romhack Races streamed the hack during Mystery Mondays yesterday, with 3 racers competing. I had a ton of fun watching it and during the stream there were also some discussions regarding the style of the hack and the current hack trends. I will leave the stream here and on the first post in case anyone wants to check it out:

Alright, I have played through the hack again with a pretty detailed review. I played I judged each level and gave it a rating of up to five stars. I counted each level as a whole except Of Jumps and Platforms where I counted each room individually (they also count half as much as a single level) with a separation between Idea (aka creativity) with a weight of 20% and Design (short for level design) with a weight og 80%.

Gluttoneous Plants

First impression: Gluttoneous Plants is an autoscroller (particularily) but a fun autoscroller.

Most autoscrollers typically have got an issue that they end up pretty boring (often with a too slow speed). This one uses medium speed and platforms which disappear (well, get eaten) to make it an exiting autoscroller. The enemies (blue Koopa, Disco Shells, Baseball Chucks) often make a fair challenge and are telegraphed most of the time pretty well (especially the Disco Shells if you have awareness of the level).
Emphasis on "most of the time:" There are points where you should have been a bit more careful with the player: Should I jump early or should I jump later? There are two examples which come into my mind: The chuck which stands on a platform which gets eaten in the middle of the first half. These mistakes are often correctable, though. You also have attack a Disco Shell with a spin jump through a moving hole. That can easily go wrong with how unpredictable a Disco Shell is.
The breakable bounce block also is a bit too sudden as you don't expect that noteblocks bounce you immedietly. It happens at the start of the second half, at least. It's a good way to introduce them that way, though, as there aren't many places where you can safely introduce them.

Total score:
Idea: 5 stars
Design: 4 stars

Circular Athletics

First impression: Basically Chocolate Island 3 but on steroids.

The first half starts out simple: (Faster) Rotating Grey Platforms but it soon introduces its gimmick: Collectable On/Off blocks and Rotating Brown Platforms which change their direction on the On/Off state. And in a safe and clear manner (seriously, that grey platform exists for no reason outside of demonstration purposes).
Occasionally, the Ball 'n' Chains get tricky as seen on the last jump in the first half. You also get punished pretty hard sometimes on brown platforms if you take the time a bit too long. There also is the part in the first half where a grey platform's pivot is below a row of spikes and it's easy to get hurt there as you to land on the platform. It could be me, though.
However, the autoscroller is pretty well telegraphed as I never felt there are places where you have to know the layout beforehand. The first blue Koopa in this level is introduced that way: There is a grey platform before you have to jump on a brown platform and you can see the (solid) On/Off block and Koopa beforehand. The Ball 'n' Chains do get tricky, though, and sometimes not in a positive way.
The second half also could be expanded a bit.

Total score:
Idea: 4 stars
Design: 4 stars

Night of Spikes

First impression: Ouch, it needs a redesign.

Let's be hoenst: The level is really good at telling the player that you have to jump pretty late on. It's a problem because of how tight the jumps are. The gimmick also isn't very exiting to me (especially since a similar gimmick was used two levels ago).
The second half does introduce an interesting twist: On/Off Spikes. They serve two purposes: As hurt blocks and as solid blocks. As such, you need to be extra careful with the jumps as have to collect every block (sans one time where you want to avoid a block). But even with the second half, I don't really feel the level.

Total score:
Idea: 4 stars
Design: 2 stars

Morning Star

First impression: Mostly traditional (except the enemies).

Morning Star is the most traditional level here around as it only incoorperates Kaizo elements later in the level (most notably in the second half). The idea is pretty simple: Fast Ball 'n' Chains, sometimes double. They are pretty fair placed, placed at first more traditionally before it gets into harder territory. It could have used more exiting eating blocks, though.
Only the flying Question Mark Block and Flying Grey Platform might be telegraphed better? It looks like you have to perform a spin jump on a Ball 'n' Chain.
There also is a triple of falling grey platforms next to a Ball 'n' Chain. Pretty easy to get hurt if you don't expect those platform-blocks.

Total score:
Idea: 3 stars
Design: 4 stars

Flying Dutchman Bay

First impression: Fishing Boo except it's not.

It's hard to judge this level as Fishing Boos require a different setup even if simplified. The idea is to find enough balance between danger and breather and this is what you did with the platforms, growing pipes and grinders. At first, the only danger was platforms with no real pressure. But later on, grinders puts the player into pressure to jump onto the danger line and there are reminders that not just the flame but also the Boo itself hurt you! There is a point where a growing pipe blocks a tunnel and depending on how the Boo moves.
Overall a very fair Fishing Boo level but could have used a more a interesting idea.

Also: No autoscroller here.

Total score:
Idea: 2 stars
Design: 4 stars

Zen Platforming

First impression: That level exists?

A very forgettable level. The gimmick is fast moving platforms and occasional projectiles (Flying Koopa, Baseballs). Nothing new here around. It does get more exiting at the second half is with the saws and Chucks. Even then, there could have done more to it.
Seriously, I have no idea how to describe and review it further.

Total score:
Idea: 2 stars
Design: 2 stars

Of Jumps and Platforms

First room

First impression: The gimmicks can mix, you just didn't use them correctly.

It suffers from a similar issue as Zen Garden: It's forgettable. For a final exam level, I expected to be used with more with each other, especially since there are two On/Off based gimicks (Brown Rotating Platforms and On/Off spikes). Instead, the gimmick is more separate except for the first use of Brown Platforms + Spikes. The gimmicks also could have been spiced up a bit more. The fast double Ball 'n' Chain also might be too tricky. Design isn't too bad, though.

Total score:
Idea: 1 stars
Design: 3 stars

Second room

First impression: Very memorable room to otherwise not exiting gimmicks.

That room is very memorable. It reuses the Flying Dutchman with fast moving platforms. Combine them note blocks and you have a dangerous mixture. In a positive way, mind you. It greatly expands the idea of Fishing Boo with fast moving platforms and it almost never feels unfair.
In addition, it also introduces Bowser Statues which gives its level its slighly unique flair.

Total score:
Idea: 4 stars
Design: 5 stars

Third room

Not as bad as the first room but not as good as the second room.

It's more exiting that the first room at least but still worse than the second room. I would have expected more incoorperation but at least it really expands existing ideas, not to mention the level is quite fun. One part which really is struck me is the Ball 'n' Chain with a Disco Shell which are hard to dodge.

Total score:
Idea: 3 stars
Design: 3 stars

In Total

A recommend hack for experienced players. While there are some issues with it, most of them are over.
There is another issue I have with this hack altogether: It feels... generic? I don't know, other hacks like JUMP stand out more.

The averidge score for each level is 3,3 (if my calculations are correct) but for the hack as a whole, it's four stars.
Originally posted by MarioFanGamer
Review here


Thanks for your review MFG #smrpg{y}. It's actually surprising because some people actually told me the first room on the last level was their favorite section, and in your review it gets the worst score. Also Zen Platforming (even if I agree that the idea might not be that innovative) is probably my favorite level on the hack lol. It goes to show there is an important part of subjectivity on level design. I have to say though that I'm very satisfied with how the hack turned out overall as I think it really fitted my vision for it pretty well. I didn't really want to make a hack that stood out and innovated so much like JUMP, more just a fun and quick experience very platforming heavy that could be enjoyed by most people in a very different way that one enjoys JUMP, for example.

I take note of your feedback and I will try to take it into account for my next hack, which I already have in mind and it will probably be wildly different.
Hi, I just felt like posting here since this is the only hack I managed to play this C3 (lol).
I haven't finished it quite yet, but I've had fun. I must say, some levels feel something out of JUMP (albeit more polished in terms of graphics). Also, I really like that ON/OFF collectable that seems to appear in every level, it's really simple, but I don't think I've ever seen before.
Originally posted by RudeGuy
Hi, I just felt like posting here since this is the only hack I managed to play this C3 (lol).
I haven't finished it quite yet, but I've had fun. I must say, some levels feel something out of JUMP (albeit more polished in terms of graphics). Also, I really like that ON/OFF collectable that seems to appear in every level, it's really simple, but I don't think I've ever seen before.

Thanks RudeGuy! Hope you have fun with the rest of the hack. Some sections may seem similar from JUMP, but my vision for the hack was a bit more narrow than the one in JUMP: while in JUMP there are a ton of different types of levels, here I tried to focus mainly on a fun, hard but (I think) fair platforming style.

Super Mario WorldFull Hack ReleaseScreenshots